240,620 Commits over 3,867 Days - 2.59cph!
Swapped scope on blaster first-person model + ran asset cleanup
Added per particle float eval support for Speed Min and Speed Max on MoveBetweenPoints initializer
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Siren light no longer has transparent backing
Increase force output of Pulsar and Big Pulsar
Supply distance of trace as CP2 to muzzle tracers
Jetpack boost delta
Improve performance with floating damage panels by pooling them. Fixed typo in method name. Moved jetpack and ski loop sounds to client for performance.
Added comments to Hammer.VisGroup & other minor changes
FGDWriter handles RangedFloat class
DecalDefinition asset is now autogenerated
Don't use skinning at all for UI shaders
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Expo SDK 41
(cherry picked from commit 600ba4b8c09183251159b093fd5a5e3ba087fb1e)
Update react-native-elements
EAS config
Fix EAS config
EAS test config
Fix image loading placeholders
SDK 42
Updated Facepunch.ExpressionStrings
Can now configure speech bubble progress bar colors
Fixed nullable CallMethod arguments
Support implicitly converting T to Nullable<T>
Upgraded Newtonsoft.Json
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merge from rock_ledge_a_layerfix
Add g_vEnvCubeMapArrayIndices PerViewRuntimeFastPathLightingConstantBuffer_t so we can sample the right texture in vr_lighting.fxc
remove hack
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Fix bone blending with compute buffers
Compile legacy shaders with the default shader model (5_0), allow them to use D_SKINNING if we can
Better verbosity if loading incompatible or outdated shader
Support for constant buffers for previous data transforms used in velocity buffer
Fix shaders not building with new skinning system
Security shutter - reduced height of bumps on shutter curtain
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Balance changes for all loadouts and stat bars are better displayed
security shutter - further adjustments to origin and design based on feedback
Reduction in fall damage and improvements to the jetpack with max verticality
Fixed single-player camera
Campaign leaderboard medal tweaks
hide brake hint in ballpit
Initial clean code commit
README and license under MIT
API cleanup, don't show streamer button unless they have streamer services linked
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Add g_vEnvCubeMapArrayIndices PerViewRuntimeFastPathLightingConstantBuffer_t so we can sample the right texture in vr_lighting.fxc
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Hammer: Fix info_cull_triangles can't target meshes/props #1142
Adjust rocket launch positions to avoid clipping
Stop MLRS projectiles sometimes getting confused due to the aim raycast hitting other MLRS projectiles. Now ignoring layers that move; only looking at static content for hit pos calculation.
Add Enable collision functions to PhysicsShape, not just disable